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RULEBOOK -UPDATED 12/25/01

Clash of Giants
The Campaigns of Tannenberg and The Marne, 1914

Table of Contents

1.0 Introduction . . . . . . . . . . . . . . . 2 8.0 Supply . . . . . . . . . . . . . . . . . . . . . . 4


2.0 Game Components . . . . . . . . . . . 2 9.0 Reinforcements and Replacements . . . 5
3.0 Game Setup . . . . . . . . . . . . . . . 3 10.0 Command . . . . . . . . . . . . . . . . 5
4.0 How to Win . . . . . . . . . . . . . . . 3 11.0 Operational Movement . . . . . . . . . . . . 5
5.0 Sequence of Play . . . . . . . . . . . 3 12.0 Combat . . . . . . . . . . . . . . . . . . . 6
6.0 Stacking . . . . . . . . . . . . . . . 4 13.0 Forts . . . . . . . . . . . . . . . . . . . 8
7.0 Zones of Control . . . . . . . . . . . 4 14.0 Cavalry . . . . . . . . . . . . . . . . . . . 8

GMT
GAMES
Game Design by Ted Raicer
Clash of Giants

hex contains natural and/or manmade 2.22 Nationality. A unit’s nationality


1.0 INTRODUCTION terrain features that can affect the is indicated by its color scheme:
movement of units, combat between British: Tan
units and the tracing of supply. French: Blue
German: Gray
CLASH OF GIANTS contains two Each hex has a unique four-digit iden- Russian: Green
separate games (both using the same tification number. These hex numbers
basic system) covering the two most are used when setting up a game, and 2.23 Command Designation and His-
famous battles of the opening phase of can be used to record the position of torical Identification. Each combat
the First World War. Tannenberg was units if a game is interrupted and must unit is identified by its historical divi-
the German victory that halted a Rus- be put away before it is finished. sion or brigade number and/or an ab-
sian offensive into East Prussia and breviation of its name (see the battle
destroyed the Russian Second Army. Note that the compass rose on the map book). Superior command designations
The Marne was the climactic battle of has been adjusted slightly from mag- (corps and/or armies) identify groups
Germany’s attempt to defeat France in netic north to align directions with the of units operating together under a
the war’s first six weeks. Arguably a four map edges for ease of reference. single commander. Corps designations
tactical draw, it was a strategic defeat Whenever a compass direction is given have an effect on stacking, while Army
for the Germans as their armies re- in the rules, use the directions as they designations define groups of units that
coiled from the gates of Paris. are printed on the compass rose. will move at the same time.

The CLASH OF GIANTS system is Each map also contains a Retreat Com- 2.24 Unit Types. The boxed symbols
intended to emphasize playability while pass that indicates in which direction in the center of the counters indicate
still providing players with proper his- units of each side normally retreat. unit type. The unit types are:
torical feel. The game’s focus is on the
difficulty of commanding groups of The charts and tracks printed on the Infantry Jaeger Infantry
armies while striving to achieve various maps are used to record and resolve
geographical victory conditions. various game functions. Their uses are Cavalry Motorized Cavalry
explained in the appropriate rules sec-
Living Rules Note: All segments tions below. 2.25 Movement Allowance. This is a
marked with a red circle to the left measure of a unit’s ability to move
of the rule are NEW additions or across the hex grid printed on the map.
clarifications from the original 2.2 The Counters Units pay various movement point
rulebook. costs from their Movement Allowance
The counters included in the game rep- to enter different hexes, based on the
resent combat formations (also called terrain in the hexes and along the
“units”), or are provided as informa- hexsides around them. The Movement
2.0 GAME COMPONENTS tional markers and memory aids. Allowance for all units is determined
on an army-by-army basis by the use
Every combat unit counter displays of the Command Table (see 10.0).
The components to a complete game
of CLASH OF GIANTS include: several pieces of information: nation-
ality, historical identification, unit size 2.26 Combat/Step Strength. In
This rulebook
(division or brigade), combat/step CLASH OF GIANTS a unit’s combat
One battle book with two battles
strength, tactical efficiency rating, turn strength is equal to its current step
Two mapsheets
of entry or setup code or hex number. value. All units have either one or two
One player aid card
steps. Two step units may be reduced
One and one-half sheets of counters
2.21 Sample by combat. Reduced infantry units may
Two six-sided dice
Combat Turn
be rebuilt through the use of replace-
ments. Units which have lost their last
Unit of Arrival
step are eliminated and may not be re-
2.1 The Game Map built. Units with their Combat/Step
Combat/Step Strength Tactical Efficiency
Strength number in parentheses ( ) may
The maps depict the battlefields over The unit above is the German 7th Re- not participate in an attack.
which the German, Russian and Allied serve infantry division, IV Reserve
forces fought in August and September Corps, First Army. It is a two-step in- 2.27 Tactical Efficiency Rating. Every
1914. A hexagonal (hex) grid has been fantry unit, has a Tactical Efficiency combat unit has a Tactical Efficiency
printed over the maps to regulate the Rating of 4, and enters the game as a Rating (TER) representing the unit’s
placement and movement of units. Each reinforcement on turn 4. level of training, the skill of its officers

Living Rules Series Rulebook 12/25/01


Tannenberg andThe Marne

and the amount of artillery and machine instructions found in the battle book
guns it contains. The higher the num- for the scenario they wish to play. 5.2 The Sequence of Play
ber, the better the unit. A unit’s TER
may never be modfied below 1. The exact Sequence of Play is some-
4.0 HOW TO WIN what different for each battle and is
2.28 Markers outlined in the battle book for each
battle. In general, however, both
Game Turn marker—Used on the Tannenberg and The Marne adhere
Game Turn Record Track to record
4.1 Game Victory
to the outline below.
the current game turn.
Army Command marker (ACM)— Victory is determined by the control
of certain hexes as explained in the I. First (Russian/Allied) Player Turn
Used on the Command Track to A. Supply Determination Phase
record the current Movement Al- battle book. In general, victory is de-
termined at the end of the final turn B. Reinforcement/Replacement
lowance of all units in the indicated Phase
army; used (in The Marne only) to of the scenario being played, though
in some cases an earlier Instant Vic- C. Operational Phase
determine the order in which armies D. Combat Phase
are activated. tory is possible.
E. Recovery Phase
Control marker—Marks a hex as con-
trolled by one side or the other. II. Second (German) Player Turn
Fortified Zone Destroyed marker— 4.2 Hex Control A. Supply Determination Phase
Marks Fortified Zone hexes on the B. Reinforcement/Replacement
map that have been destroyed. This is important when Phase
Fort Reduced/Destroyed marker— determining victory. Hex C. Operational Phase
Marks Fort hexes on the map that control markers are used D. Combat Phase
have been either reduced or de- to help keep track of which player con- E. Recovery Phase
stroyed. trols a victory hex.
Done marker—Marks a unit that has III. Game Turn Advance/Victory
taken a replacement step in lieu of Control of a hex switches from one side Phase
movement; also (in The Marne only) to the other the instant a unit of the
marks a unit that has completed its gaining side enters that hex. Control
own movement, but has moved of a hex may switch any number of 5.3 Phases and Procedures
across an army boundary into an times during play.
area in which the units have not yet 5.31 Supply Determination Phases.
been activated to move. The battle book tells you which hex The active player checks supply lines
Replacement marker—Equivalent to a belongs to whom at the start of the for all of his units. Remove and/or
Done marker, but used (in game. place Attenuated Supply markers and
Tannenberg only) as a reminder of Out of Supply markers as determined
the limits on replacements. by the supply rules. The supply status
Attenuated Supply (AS) marker— 5.0 SEQUENCE OF PLAY of all units as determined in this Phase
Marks a unit in danger of running lasts until the player’s next Supply
out of supply. Determination Phase. All units of both
Out of Supply (OoS) marker—Marks 5.1 The Turn Sequence sides begin game turn 1 in supply.
a unit that has run out of supply.
Demoralized marker—Marks demoral- Each game turn is divided 5.32 Reinforcement/Replacement
ized Allied armies (in The Marne into two player turns. Phases. The active player places any
only). Player turns are subdi- reinforcement units scheduled to arrive
Paris Taxis marker—A special Replace- vided into “phases” during during the current turn on the map. He
ment marker (in The Marne only). which players conduct may assign any replacement steps avail-
specified actions. Every action taken by able to him to eligible infantry units.
a player must be carried out in accor- Mark those units with Done markers.
3.0 GAME SETUP dance with the sequence given below.
Once a player finishes his activities for 5.33 Operational Phases. The active
a given phase, he may not go back to player selects an army, rolls a die, and
Choose which side (German or Rus- perform some forgotten action, or redo finds the result on the selected army’s
sian/Allied) each player will command. a poorly-executed one unless his op- Command Track to determine the cur-
Players should set up according to the ponent graciously permits it. rent Movement Allowance for all units
of that army. Place the ACM on the

Copyright © 2001, GMT Games Page 3


Clash of Giants

Command Track as a reminder. The and informational markers never count


active player may then move units of against these numerical limits. 8.0 SUPPLY
the currently active army up to the lim-
its of thier current Movement Allow- In Tannenberg the German 1st Cav-
ances. Units under a Done marker may alry Division is considered a corps for 8.1 In General
not be moved. Repeat for each army in stacking purposes.
the player’s force. Units need supply to operate at full effec-
tiveness. The supply state of all units of a
5.34 Combat Phases. The active player 6.3 Cavalry Stacking player is determined once per turn dur-
may use his units to attack any adja- ing that player’s Supply Determination
cent enemy units according to the com- A cavalry unit may not stack with a fort Phase, and always lasts until that player’s
bat rules. or an infantry unit. next Supply Determination Phase.

5.35 Recovery Phases. The active


player removes all Done markers from 7.0 ZONES OF CONTROL 8.2 How Units Are Supplied
friendly units.
Units are supplied when they can trace a
5.36 Game Turn Advance/Victory 7.1 In General supply line (a hex path) to a supply source
Phase. Both players remove all ACMs of their side. There is no limit on the num-
from their Command Tracks. Advance All combat units, regardless of their size, ber of appropriate units that can trace sup-
the Game Turn marker and begin a type or current combat strength, have a ply to an appropriate supply source.
new game turn with the Supply De- Zone of Control (hereafter ZoC) that
termination Phase. At the end of the extends into the six hexes adjacent to 8.21 Supply Source Hexes. Supply
final game turn, determine victory ac- the hex occupied by the unit. sources for each side are listed in the battle
cording to the rules in the game being book. Even if captured, one side’s supply
played (see battle book). Exceptions: ZoCs do not extend source hexes never function as supply
across Lake or Sea hexsides, and sources for the units of the other side.
into or out of certain other terrain
6.0 STACKING types as noted on the Terrain Ef- 8.22 Tracing a Supply Line. Units are
fects Chart; Out-of-Supply units supplied when they can trace a hex path
do not exert ZoCs. of any length from their position to an
6.1 In General appropriate supply source hex. Supply
lines may not be traced into any hex
Stacking is the placement of more than 7.2 ZoC Effects containing an enemy ZoC, enemy units
one unit into a single hex at the same or intact enemy forts or fortified zones.
time. Stacking limits are only enforced Units must halt movement when they
Exception: The presence of a
at the end of the Operational Phase, enter an enemy ZoC. No unit may
friendly unit in a hex negates an
during the placement of units on the move directly from one enemy ZoC to
enemy ZoC for this purpose.
map and throughout the combat phase. another except for advance after com-
Units found to be stacked in excess of bat and Emergency Withdrawal [11.5].
Though a supply line may be of any length,
the stacking limits at these times are Units may not trace supply or retreat
only the first five hexes counted from the
eliminated by their owning player. As through an enemy ZoC.
unit may be traced in any direction or com-
long as stacking limits are observed in
bination of directions. The remainder of
every hex at the indicated times, there Enemy ZoC are negated by the pres-
the path to the supply source must be traced
is no limit to the number of units that ence of a friendly unit for supply, re-
from hex to hex in directions allowed by
may enter or pass through a given hex treat and Emergency Withdrawal only.
that side’s Retreat Compass.
during a player’s Operational Phase. Units in different hexes wishing to
combine to attack a single hex may do
so provided that all enemy units in 8.3 Procedure
6.2 Stacking Limits their ZoC will be attacked, or have al-
ready been attacked during that Com- 1) Remove AS and OoS markers
A player may stack up to two units of bat Phase by other friendly units. from all units that can trace a
any size in the same hex. A player may supply line.
stack up to three units if at least two 2) All units already marked with an
of them belong to the same corps (i.e. AS marker (from a previous turn)
share the same corps command desig- and still unable to trace a supply
nation). Fortifications, fortified zones line have the marker flipped to

Living Rules Series Rulebook 12/25/01


Tannenberg andThe Marne

read “OoS” (Out of Supply). A are troops used to rebuild (back to full Movement Allowance that turn. A
unit already under an OoS marker strength) existing units that have taken player will roll for and move each com-
simply remains Out of Supply. combat losses. mand individually, finishing all move-
ment for one command before rolling
3) All units without a marker that are on the Command Track for the next.
unable to trace a supply line must 9.2 Reinforcements The order in which commands are
be marked with an AS marker. rolled is determined by the rules in the
Reinforcements enter the game on the battle book. Command affects move-
turn indicated on the unit and accord- ment only, not combat.
8.4 Effects ing to the battle book. The entry of
reinforcements may not be delayed.
8.41 Attenuated Supply Reinforcements always enter in full 10.2 Command Tracks
Effects. Attenuated Supply supply, and may operate normally once
(AS) is an intermediate step towards be- placed on the map. Each command has its own Command
ing OoS. A unit marked with an AS Track. If a track contains two differ-
marker is not eligible to receive replace- ent die roll ranges (one at the top of
ments, but otherwise functions normally. 9.3 Replacements the track and on at the bottom) the
battle book rules indicate which to use.
8.42 Out of Supply Effects. A unit that Replacements allow reduced two-step
is OoS suffers the following effects: units to regain a lost step. The avail-
1) It loses its ZoC. ability of replacements is detailed in 10.3 Command Roll
2) Its Tactic al Effi- the battle book. Exceptions
ciency Rating is re-
duced by 2 (but 9.31 Replacement Restrictions. Only In all cases, exceptions to the above
never below 1). infantry units with two steps may re- which are found in the rules in the
3) Its Movement Allowance is re- ceive replacements. Replacements are battle book take priority.
duced by 1. used to rebuild a reduced (one-step)
4) It is not eligible to receive re- unit back up to full strength (two
placements. steps). A unit already at full strength 11.0 OPERATIONAL
5) Infantry units marked with an may not receive replacements. Elimi- MOVEMENT
OoS marker may not ignore cav- nated units may not be returned to play
alry ZoCs for retreat purposes. using replacements. To be eligible for
6) It may not “hold the door” for replacements a unit must be in full (not 11.1 In General
Emergency Withdrawal [11.5]. fort) supply (free of AS and OoS mark-
ers). A unit’s Movement Allowance is de-
There are no other effects for being termined by the Command Track die
OoS—a unit never loses steps for be- 9.32 Procedure. Mark the roll for its army, and may change from
ing without supply. unit with a Done marker turn to turn. The resulting number is
during the Reinforce- the number of Movement Points
ment/Replacement Phase (MPs) available to the unit for move-
8.5 Fort Supply and increase the unit’s strength by flip- ment during its Operational Phase.
ping it to its two-step side. While
Each friendly Fort hex may provide sup- marked with the Done marker, the unit A player may move all, some or none
ply to any two brigades or one division may not move or attack. of his units in each of his Operational
worth of units stacked in its hex during Phases.
the Supply Determination Phase. Forts
themselves do not require supply. Fortified 10.0 COMMAND Units move from hex to adjacent hex,
zones do not provide (or require) supply. paying varied MP costs to do so de-
10.1 In General pending upon the terrain in the hex
being entered and/or hexsides crossed.
9.0 REINFORCEMENTS These costs are detailed on the Terrain
Each turn, players must roll on the
AND REPLACEMENTS Command Track for each command to Effects Chart.
determine the current Movement Al-
9.1 In General lowance for their combat units. Gen- 11.2 Limits
erally a separate roll is made every turn
Reinforcements are new units entering for each army level command, and ev- 1) Movement Points may not be
play for the first time. Replacements ery unit of that command has the same accumulated from turn to turn,

Copyright © 2001, GMT Games Page 5


Clash of Giants

nor lent from one unit to ment cost (subject to normal move- rounding hexes. A single defending hex
another. ment, terrain, command and ZoC re- may thus potentially be attacked by up
2) Moving units need not expend strictions and prohibitions). to six surrounding enemy stacks. How-
all available points before ever, no single attack may have as its
stopping. objective more than one hex (i.e., mul-
3) The movement of each unit 11.5 Emergency Withdrawal tiple defending hex combats are not
must be completed before that allowed).
of another is begun. A unit in supply that has not yet moved
4) Once a move is done, a player may negate, for movement purposes, All units in a defending hex must de-
may change it only if his any enemy ZoC extending into its hex fend together. All units in an attack-
opponent allows it. for any adjacent friendly units (only), ing hex do not have to attack together.
5) No unit may move more than provided those units move only in a Some attacking units could attack a
once per turn. direction allowed by retreat, and do not different hex, or not attack at all.
6) A unit marked with a Done end their move adjacent to any enemy
marker may not move. unit. The unit negating the enemy ZoC Units with their Combat/
(“holding the door open”) for the with- Step Strength number in
Advances and retreats performed during drawing unit(s), may move normally parentheses ( ) may never
the Combat Phase are not considered after such a withdrawal is completed. attack.
movement for the purpose of this rule.
11.6 Cavalry Restrictions No attacking unit may attack more
than once per combat phase, and no
11.3 Terrain Effects defending unit may be attacked more
Cavalry may never end its move in a
friendly fort or fortified zone hex, or than once per combat phase.
Most hexes on the map may be entered
at the cost of 1 MP each. Some terrain stacked with a friendly infantry unit.
have additional costs/restrictions. Cavalry may never enter an intact en- 12.3 Indivisibility of Units
emy fortified zone hex.
Forests and Marshes. Hexes contain- No single attacking unit may have its
ing forests or marshes cost 2 MPs Design Note: The prohibition on cavalry combat value divided and applied to
stacking with infantry or in fort/fortified
each to enter. more than one battle. Likewise, no
zone hexes is intended to prevent ahistorical
River. Major river hexsides cost an ad- tactics. In 1914, cavalry operated very defending unit may have part of its
ditional 1 MP to cross. much as an independent force for scouting, defense factor attacked by one or more
Fortified Zones. Intact fortified zone screening and, less often, raiding. attackers while another part is attacked
hexes cost enemy units (only) all by others.
their current Movement Allowance
to enter. Enemy units may only en- 12.0 COMBAT
ter such a hex if they begin their 12.4 Combined Attacks
move adjacent to it. Fortified Zones
are destroyed when occupied by an 12.1 In General Units in different hexes may combine
enemy unit. to attack a single hex ONLY if all other
Forts. A unit may never enter a hex con- During your side’s combat phase, you enemy units in the attackers’ ZoC will
taining an enemy fort; the fort must can attack all enemy units across play- be, or have already been attacked by
first be eliminated through combat. able hexsides that are adjacent to your other friendly units during that Com-
Prohibited Terrain. Units may never units. The active player is always con- bat Phase. Cavalry and infantry may
enter hexes containing enemy units sidered “the attacker,” and the other never combine together in an attack.
or intact enemy forts, nor may they player is “the defender,” no matter the
move into all-sea or lake hexes, or overall situation on the map. Attack- 12.5 Attack Sequencing
nor may they cross all-sea or lake ing is always voluntary, but when con-
hexsides. ducted follows the procedures Aside from the restrictions described
Note: Railroads do not negate the herebelow.
Operational Movement cost of above, there is no limit on the number
other terrain. of attacks each player may initiate dur-
12.2 Who May Attack ing his combat phase. The attacker
11.4 Minimum Movement need not declare all attacks beforehand,
An enemy-occupied hex may be at- and he may resolve them in any order
All units with a current Movement he wishes, as long as the resolution of
tacked in one battle by as many units
Allowance of 1 or more may always one is completed before the next is be-
as you can bring to bear from the sur-
move one hex regardless of the move- gun.
Living Rules Series Rulebook 12/25/01
Tannenberg andThe Marne

12.72 Attacker Loss Limit. The chart UNIT (but he need not roll for more
12.6 Combat Strengths and also lists the maximum number of at- units than his Attacker Loss Limit,
Tactical Efficiency Ratings tacking units (Attacker Loss Limit) unless attacking a fort or fortified zone
that may be affected (must conduct hex). If the attacking unit’s modified
A unit’s combat strength is the same combat rolls) in that combat. This limit die roll is greater than that unit’s TER,
as its current step value (basically a may be affected by certain terrain, e.g., that unit takes a step loss. Attacking
measure of the unit’s size). Combat forts and fortified zones. When the units never retreat.
strengths are used to determine the attacker has more units involved than
odds of a particular combat and the he is required to involve in the combat 12.77 Advance After Combat. If all
resulting die roll modifiers (DRMs) for result, he may choose which units will defending units were forced to retreat
the Combat Resolution Step. Combat participate. He must roll for all divi- or were eliminated (or were cavalry re-
strength may be modified by terrain as sions before any brigades. treating before combat [13.2]), the at-
shown on the Terrain Effects Chart. tacker may advance some or all of the
EXAMPLE 1: At 2-1 odds the table lists – surviving attacking units into the hex
1/+1. This indicates all attacking units will (regardless of enemy ZoCs) up to the
Step losses are inflicted as a result of subtract one from their combat resolution
combat. stacking limit. The decision to advance
rolls, while all defending units will add one must be made immediately, before any
to their combat resolution rolls. The attacker
Tactical Efficiency Rating or TER (the other battles are resolved. Such units
loss limit is 4, so if five or more units were
smaller number on the bottom right of involved in that attack, the attacker would may not attack again that turn, but can
the unit) is a measure of the unit’s abil- only have to roll to resolve combat on four of be useful for cutting off the retreat or
ity in combat, including its training, them (attacker’s choice). supply of enemy units. The defender
leadership and weaponry. A unit’s TER never advances after combat.
EXAMPLE 2: In a 4-1 odds attack in-
may be lowered by its supply status.
volving four attacking units against de-
fenders in a clear hex, the attacker would
12.8 Retreats
choose two of the four units (the Attacker
12.7 Combat Procedures
Loss Limit at those odds) for the combat
resolution roll. At 4-1 odds he would sub- 12.81 Retreat Distance. A defending
The attacker designates all attacking unit forced to take a step loss must re-
tract three from each die roll.
units and the defending hex (all enemy treat the difference between its modi-
units in the hex must defend together). fied combat resolution die roll and its
12.73 DRM Limit. Die rolls may
He calculates the combat odds as ex- TER. No unit may ever be forced to
never be modified above 6 or below 1.
plained below, and checks the Combat retreat more than three hexes.
Chart to determine the die roll modi-
12.74 Unmodified Rolls. Natural rolls
fiers (DRMs), if any, for combat reso- Exception: Defending units in
of 1 and 6 are never modified by
lution. The DRM used on attacking forts and fortified zones may ignore
DRMs. A roll of 1 is always No Ef-
units is to the left of the slash, the (if the player wishes) all retreat re-
fect, while a die roll of 6 is always a
DRM used on defending units is to the sults. The defending player may
Step Loss.
right. An N means that side’s units can- choose to retreat normally from
not be affected by that particular com- such hexes.
12.75 Defender Rolls. The defender
bat. To resolve combat, each player rolls
must roll ONE DIE FOR EACH de-
for his own units (defender first) us- 12.82 Retreat Direction. Units must
fending unit. If the modified die roll is
ing the DRMs (if any) obtained from retreat if possible in a direction indicated
less than or equal to the unit’s TER, there
calculating the combat odds. by that side’s retreat compass. They may
is no effect. If the modified die roll is
greater than that unit’s TER, the defend- retreat in any other direction only to
12.71 Combat Odds. The attacking avoid elimination due to enemy ZoCs
ing unit loses a step and must immedi-
player should strive to have more at- and impassable hexes or hexsides (in-
ately retreat a number of hexes equal to
tack factors involved in a given battle cluding the edge of the map). Units are
the difference between the modified die
than the defender has defense factors. retreated by their owning player.
roll and its TER (to a maximum of three
Such battles are called “high odds at-
hexes). Retreat only each unit in the stack
tacks.” The attacking player calculates 12.83 Stacking During Retreats. Re-
that takes a step loss. Each unaffected
his “odds.” Add the attack factors of treat only the unit(s) in a stack required
defending unit remains in place.
all the attacking units involved in the to retreat (do not retreat those not sus-
battle; then add up the defense factors taining step losses). Stacking limits
12.76 Attacker Rolls. After the de-
of the units defending in the battle. must be observed at the end of a unit’s
fender has resolved combat for all his
Divide that defender total into the retreat—if the only hex into which a
units, the attacker must roll the die
attacker’s total and round down any unit can retreat would cause it to
ONCE FOR EACH ATTACKING
remainder.

Copyright © 2001, GMT Games Page 7


overstack, retreat that unit additional Forts in Combat. Forts are two-step der the same restrictions as combat re-
hexes to reach a hex where it is within combat units with a TER of 5. They treats, except that Cavalry Retreat Be-
the stacking limits. If no such hex ex- may never attack. The Attacker Loss fore Combat MUST be in a direction
ists it is eliminated. Limit is ignored in attacks on fort hexes. allowed by the retreat compass for that
Units defending in a fort hex (but not side (otherwise the unit may not re-
12.84 Enemy ZoCs. Units may not re- forts defending alone) get a 1L shift in treat). Units stacked together must re-
treat into or through any enemy ZoC, the combat odds. Units defending in a treat to the same hex. The attacker may
but the presence of friendly units negates fort hex ignore retreat results. advance into the vacated hex. Such
enemy ZoCs for the purposes of retreat. advancing units may not make another
Use a fort reduced/elimi- attack that turn.
Exception: Infantr y units not nated marker when a fort
marked with an OoS marker may takes a step loss or is
ignore cavalry ZoCs for retreat pur- eliminated. If eliminated 14.4 Retreat From Cavalry
poses only. they may not be rebuilt.
Cavalry may attempt to Retreat Before
Combat when attacked by enemy cav-
12.85 If a unit retreats into a hex which
is then attacked in that Combat Phase
14.0 CAVALRY alry. To do so the defender must roll
the die once for each cavalry unit which
it adds nothing to the defense and is wishes to retreat. If the die roll is equal
automatically eliminated if the de- 14.1 Movement Restrictions to or less than the unit’s current TER
fender takes any losses. the unit may retreat, under the restric-
1) An infantry unit may never end its tions of 12.8.
12.9 Terrain Effects on Combat move stacked with a cavalry unit.
2) Cavalry may never enter an in- If all cavalry units in such a hex suc-
12.91 Defense Factors. Hexes contain- tact enemy fort or fortified zone. ceed in retreating, then the attacking
ing broken, woods, marshes and towns 3) Cavalry may never end its move cavalry may advance TWO hexes, ig-
add one combat factor (total) for unit(s) in the same hex as a friendly in- noring enemy ZoCs. The first hex en-
defending in them. Hexes attacked solely fantry unit, fort or fortified zone. tered must be the hex that was to be
across rivers (or rivers and major rivers attacked. The advancing cavalry may
in combination) add one defense factor not make another attack that turn.
as well. All these effects are cumulative, 14.2 Restrictions on Combat
so units defending in a town in broken Note: Cavalry retreating before com-
terrain being attacked across a river 1) Cavalry units may never attack bat under this rule retreat two hexes,
would add a total of three defense fac- infantry units. as in 14.3.
tors to their combat strength. 2) Cavalry and infantry units may
never combine in an attack.
12.92 Column Shifts. Units defend- 3) A cavalry unit attacked by infan- CREDITS
ing in hexes containing cities, forts or try has an automatic TER of 1,
fortified zones, or attacked solely and the Attacker Loss Limit is
across major rivers, get a one column always 1. Design: Ted Raicer
shift to the left (1L) in the combat 4) Infantry units not marked with Development: Steve Kosakowski
odds. These are cumulative with any an OoS marker may always ig- and Steve Carey
other terrain effects. nore cavalry ZoCs for retreat Producer: Gene Billingsley
purposes only. Art Director: Rodger B.
12.93 Retreats Ignored. Defending 5) Cavalry may retreat before com- MacGowan
units in forts and fortified zones may bat [14.3]. Playtesters: Steve Kosakowski,
ignore (if the player wishes) all retreat Chris Perello, Jack Polonka,
results. The defending player may choose 14.3 Retreat Before Combat John Walker, Kris
to retreat normally from such hexes. Weinschenker
The defending units in a hex contain- Box Art: Rodger B. MacGowan
ing only cavalry units may Retreat Be- Map Art: Mark Simonitch
13.0 FORTS Counter Art: Mark Simonitch
fore Combat when attacked by a force
containing no cavalry. The decision to Editing and Layout: Stuart K.
Forts are printed on the map. They do retreat must be made before the com- Tucker
not count for stacking purposes. Forts bat resolution die roll is made. Imme- Living Rules: Gene Billingsley
have no ZoCs themselves, but units in diately retreat the units two hexes un- Production Coordination: Tony
them do. Curtis

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